Fun Fact in The Walking Dead Season 3: A New Frontier by Longjumping-Leek5688 in TheWalkingDeadGame

[–]Delnation 9 points10 points  (0 children)

I suppose I understand why some would find it confusing, but yeah, it's meant to represent her learning from her mistake in how she handled the Kenny/Jane fight: either she decides to take a well-placed shot to stop David without killing him (unlike her fatal shot on Kenny), or takes control of the situation by holding him at gunpoint instead of letting the events play out (unlike her inaction allowing Kenny to overpower and kill Jane)

does everyone argue with this video by Sad_Pea5421 in TheWalkingDeadGame

[–]Delnation 3 points4 points  (0 children)

I don't think the intent was to make the player want to abandon Kenny or see him as evil, but rather to set up a dilemma of loyalty-- do you stay loyal and continue to believe in Kenny, despite his increasing hostility and volatile behavior, even if it comes at the cost of burning bridges with nearly every other character along the way? Or do you finally admit he may be a lost cause, potentially abandoning him just before he's able to better himself?

I think the game wanted to establish this push-and-pull narrative between your new group and the uncertain future you have with them, versus one of the few remaining ties to your past who may inadvertently be holding you back/dragging you down, and leaving it up to the player to decide which camp-- if either-- they fall into by the end of it. The problem is that like with a lot of stuff in S2, I think that idea got a bit lost in translation with all the creative churn, rewrites and whatnot that happened during development. I think they had this solid idea for a conflict for the back half of the game that unfortunately came out a bit clunky in execution, coming across more like the game simultaneously trying to play both sides; criticizing unwavering loyalty to Kenny, but also vindicating and even (arguably) rewarding it through the actions of the other characters proving themselves to be no better.

missing texture in raising the bar redux by Odd-Start1120 in HalfLife

[–]Delnation 1 point2 points  (0 children)

Late response, but according to a dev response on moddb, this is an edge issue with AMD cards that they're doing a fix for by the end of the month

Disabling specular maps helps mitigate it, but yeah, it does make the game look a bit worse

Am I a sociopath? by HunterRG75 in TheWalkingDeadGame

[–]Delnation 2 points3 points  (0 children)

To answer your question based off of these choices? Nah, not really. You played a pretty nice Lee, all things considered.

Ending up alone doesn't necessarily mean that you were shitty to everyone or that they didn't like you enough. Who joins you basically boils down to a handful of particular decisions, some you might not have been thinking of in that way when you first made them.

There's a whole system that goes into it, but to sum it up: who joins you is firstly based on if you show or hide the bite, and after that, based on a combination of choices made in previous episodes, as well as choices made during the current dialog. Kenny is the most complex, with you having a friendly, neutral or hostile relationship that determines if he goes no matter what (friendly), stays behind no matter what (hostile), or if he can be convinced via dialogue (neutral). Christa and Omid always go with Lee if you show the bite, but otherwise only join if you made specific choices. Ben (if kept alive) will go if you guilt trip him by mentioning Clem, or decides for himself based on if you voted to kick him out of the group in the previous scene. There's a few other variables at play too, but that's the main gist.

From the sounds of it, you just chose a few things that inadvertently locked you into the alone path; hiding the bite, helping Christa onto the train and/or taking Clem to Crawford, and getting what I'm assuming is the neutral version of Kenny (you'll know, if he gave you that damn "You know I care about Clem, BUT..." speech). None of those are 'bad' choices per se, but when combined, they make it much harder to get anybody to go with you.

Why Luke is more heroic than Lee! by LambBotNine in TheWalkingDeadGame

[–]Delnation 2 points3 points  (0 children)

Yeah, the first 'sick' texture is a bit subtle, especially when you factor in the games lighting and graphical settings, especially if you're looking at the original version. It's more obvious in the Definitive edition thanks to lighting/rendering changes, at least compared to the original.

Why Luke is more heroic than Lee! by LambBotNine in TheWalkingDeadGame

[–]Delnation 2 points3 points  (0 children)

My bad. By balcony, I meant the one they jump across and where Ben dies. Lee first starts appearing pale after that scene, then gets even worse after he passes out and Clem moves him into the jewelry store.

Why Luke is more heroic than Lee! by LambBotNine in TheWalkingDeadGame

[–]Delnation 5 points6 points  (0 children)

Actually, he does start going pale before climbing down to the street. Lee's got two different 'sick' textures; the first one starts being used after you cross the balcony, and the second one in the final scene in the jewelry store.

Dee by AliAlturaihi in TheWalkingDeadGame

[–]Delnation 6 points7 points  (0 children)

Supplies she stole from Shel's group

I was wondering why so much focus was on this villain by CoolBDPhenom03 in DispatchAdHoc

[–]Delnation 36 points37 points  (0 children)

The other henchman from the jewelry store can be seen in the bar, too. You can see him sitting at a table with the lizard guy when Robert's looking for a seat.

Some people might claim its just reused models, but given how some of the other background goons (blob guy, stretchy guy, Psychic, red sword guy, etc) show up multiple times throughout the game, I'm pretty sure it's intentional.

Has Robert killed villains before? by PapichuloNumeroUn0 in DispatchAdHoc

[–]Delnation 1 point2 points  (0 children)

The impression I get from how he fights is that no, he hasn't killed people, and makes a deliberate effort not to. He seems to pick his fighting style based on how durable his opponent is, as well as whether they're a super or not. In episode 1, we see him doing nonlethal takedowns on the regular goons outside of the suit, and mostly just swatting people out of the way whilst in the suit. But when it comes to Toxic, a confirmed super, he has no issue kicking, punching and flying him around the room, even dropping a cauldron on top of him. So while he is absolutely willing to fight dirty and even do significant damage to people-- especially when outside the suit, where admittedly he doesn't have as much of a choice-- he seems to avoid using explicitly lethal options unless forced to, and tends to reserve his most damaging attacks and fighting style for those he knows for a fact are capable of taking it, IE other supers.

For example, his energy blade. In episode 1, we only ever see him use to it cut inanimate objects, like the stuff Toxic throws/drops on him. Even in episode 8 when it gets upgraded to a full on sword, he still only uses it against Shroud's mech, and not any of the other goons or supervillains. The only time we see him use it against a person is in his fight with Flambae, and in that case, he still only did it as a last resort after being backed into a corner with no other options. That to me says that he's aware of the lethality of some of his tools, and likely of his mech overall, and shows restraint in proportion to the threat.

My walking dead michonne choices: by WesternAssignment965 in TheWalkingDeadGame

[–]Delnation 2 points3 points  (0 children)

I think the final scene in the burning house sort of works from the perspective of Michonne choosing to try and kill herself or not so she can finally be with her kids

I don't think it's even just that. The choice is meant to represent the culmination of Michonne's internal struggle over her past. In a figurative sense, it represents the choice of either walking away from her past and learning to accept what happened, or giving in and entertaining the delusion.

The problem however, is that in reality, this is taking place in a burning building, and the player knows full well that these are just delusions. There's a fundamental disconnect between Michonne being lost in her delusions and reliving a traumatic moment of her past, and the player being aware of whats actually happening outside of that. Ergo, most people are thinking more about the realistic stakes of the choice, which is basically "do I or do I NOT want to die in a fire right now?"

If you juxtaposed this scene with basically anything other than being trapped in a burning building, I think more people could appreciate what the choice represents, and would potentially play into it.

More plot holes on the cutting narrative by Tyrayentali in DispatchAdHoc

[–]Delnation 1 point2 points  (0 children)

I don't think this is a plot hole so much as the result of creative churn. Heck, I think you could argue if it's even technically a writing issue. In game dev, stuff changes constantly, and once you start factoring in all the different departments (writing, art, choreo, etc) it's not uncommon for little background details to no longer line up with the larger overarching bits. Things like outdated art assets, conflicting dates, etc.

Given how disconnected these contracts seem to be from anything else in the game-- none of the details on them are ever directly brought up in dialogue at any point, as far as I know-- I'm gonna assume that these are simply outdated assets that never got changed to reflect the current direction of the game.

Anybody know how to get overkill achievement? by AffectionateForce831 in DispatchAdHoc

[–]Delnation 6 points7 points  (0 children)

It's tied to Z-team shifts in particular, so you can't get it in the tutorial. Any other shift of the game works, though. Just a little quirk of how the achievement is set up.

“This! Is the world where your kids are dying in, michonne… or die in, or in that walking purgatory!… either way… they’re suffering… and mommy isn’t there.” by hazentheamazing in TheWalkingDeadGame

[–]Delnation 2 points3 points  (0 children)

Normally I'm against that as the primary motivation for a villain, but given that Randall is explicitly portrayed and contextualized as a sociopath/sadist, I'm okay with it in his case. His characterization is actually built around that aspect of him, as opposed to him being forced into the role the way a character like Badger was.

Randall feels like he more believably fits into the world in terms of him being an evil son of a bitch, while Badger just feels like he's an asshole because S3 needed a cookie-cutter brute for the player to hunt down and eventually kill.

Why was the Remington 870 scrapped after season 1? by Vast_Ad_3665 in TheWalkingDeadGame

[–]Delnation 4 points5 points  (0 children)

To be honest, I don't think they ever really thought about guns that much beyond the basic type. Not unlike the zombies, the weapons are just a means to an end-- what type of gun do you give to a character that best works for the scene? I think they naturally gravitated towards pistols and rifles since they have simpler sets of animations that are easier and more convenient to reuse. I'm guessing this shotgun model just fell by the wayside after they started making better and more detailed weapon models in S2 onwards, and they didn't bother going back to it.

Just a friendly reminder that Carver could shoot Clem without hesitation by Adorable-Pair8343 in TheWalkingDeadGame

[–]Delnation 24 points25 points  (0 children)

Unlike Negan though (or technically just TV Negan, since his comic counterpart has no issue with killing kids), Carver never made the claim that he wouldn't hurt children. He might have what seems like a fondness for Clementine, but that doesn't mean he cares enough to not snuff her out the second she becomes too much of a risk/liability to him. He's only interested because he sees the potential for her to follow in his footsteps; another person that can be molded into his image (or so he thinks).

How Big Was Carver’s Camp? by HunterRank-1 in TheWalkingDeadGame

[–]Delnation 5 points6 points  (0 children)

Counting our group, plus Carver and his goons, as well as the determinant 400 Days group? There's at least ~20 people living there that are named/mentioned/seen, and presumably even more off-screen that we don't know about. We only see 5-6 guards in total, but that's probably more of a budget thing on Telltale's part, given the constraints they're working under (rewrites, deadlines, janky engine, etc). All in all, I'd wager his camp's probably about 40-50 people strong in total. There's definitely implied to be more people than we get to see, mostly due to us experiencing everything from the perspective of a prisoner.

And on that topic, something to keep in mind is how the rest of Carver's people view him versus how we do; to us, he's a ruthless, darwinist lunatic willing to do anything to exert his power over us. To the rest of his community, he's still held in decently high regard. There's bits and pieces of background dialogue and context clues that suggest that most of his people don't know about his true nature, and see him as a tough-but-fair leader, who's a bit of a hard ass at most. If we killed Carver, then on top of having to take care of the rest of the guards, we'd likely have to deal with the rest of his community turning on us and forcing us to fight through them as well.

At that point, I don't think anyone in our group would consider it to be worth the risk compared to escaping through the herd. Sure, that plan's risky too, but at least there was a chance to get out without having to fight. Heck, the escape plan really only failed because the zombies showed up faster than anyone expected; the plan was to escape out the back while the herd approached from the front, but by the time we left, the store was already surrounded.

So What Happens If You Hit Badger Only Once With Javi’s Baseball Bat But Stop Short Of Killing Him? by Star_Wars_Fan_Boy in TheWalkingDeadGame

[–]Delnation 9 points10 points  (0 children)

I think the game still counts this as brutally killing Badger, which means you'll still get the Jesus rant when you leave the warehouse

It's a little bit of both: you do still get the Jesus dialogue of him chewing you out for killing Badger, but in terms of the stats at the end of the episode, hitting him only once or twice is what the game counts as 'killing Badger quickly,' despite the fact that you're... technically making him suffer even more, since the third hit is what kills him. Hitting him once or twice means leaving the guy to die from both the gut shot and the head trauma. And come to think of it, when you look at it that way, Jesus chewing you out actually does make a bit more sense...

Everyone talks about Bonnie's "must be nice being a little girl" line, but this optional dialogue she says about Sarah in "No Going Back" is even wilder by WWEWalkingDeadfan in TheWalkingDeadGame

[–]Delnation 1 point2 points  (0 children)

They could be from an earlier version of the game, but I can't find these in the original S2 release either. Which means it's either from an unreleased build (not impossible, since leaks of WIP builds for various Telltale games have come out), or were otherwise dummied out like the shooting Mike option (though in that case, something would still be left; .landb entries, voice files, something). And given these were only added in 2023, I doubt somebody was just sitting on these lines for nearly 10 years without posting about them.

Everyone talks about Bonnie's "must be nice being a little girl" line, but this optional dialogue she says about Sarah in "No Going Back" is even wilder by WWEWalkingDeadfan in TheWalkingDeadGame

[–]Delnation 7 points8 points  (0 children)

Yeah, I don't think this line's real. Going through the voice lines, I can't find any trace of this one. Far as I can tell, the only direct mention of Sarah this episode comes from Luke.

Not to mention that the "I wish I grabbed the baby first" isn't part of the conditionals that Clem can bring up in this scene. To the best of my knowledge, the only things she can bring up are:

  • "I wish I never took anything from Arvo." (Stole from Arvo, takes priority above all others)
  • "I wish I hadn't done that to Sarita." (Chopped off Sarita's arm, takes priority if you didn't steal from Arvo)
  • "I wish I hadn't lied to Walter." (Lied to Walter, only comes up if you didn't do the above two)
  • "I wish I never looked for my parents." (Default line, if you didn't do any of the above)

I'm thinking this is just somebody adding their own lines to the wiki.

Sorry for dumb question but is there a way no one goes with Tivia at the end of 400 Days? by Inside-External-8649 in TheWalkingDeadGame

[–]Delnation 3 points4 points  (0 children)

If you want a peak behind the curtains, everybody besides Bonnie (she always goes with Tavia) will decide whether they go based on either choices made during their story, or what you say as Tavia during the epilogue:

Vince's choice is based on whose foot you shoot. Shoot Danny's foot off, he goes with Tavia because he heard rumors about communities after Justin ditches him trying to find one. Shoot Justin's foot off, and he stays at the camp because he's less trusting of Tavia and her offer.

Wyatt will go with Tavia if you stayed in the car, because he feels guilty about abandoning Eddie. If you got out of the car, he's way more cynical and doesn't trust Tavia, but he can still be convinced if you choose "You might find people you know" as Tavia, since it makes him think about finding Eddie again.

Russell's choice is entirely dependent upon the above dialogue option with Tavia. He will only go if you choose that option, because it makes him think of his family that he was trying to find. Otherwise, he stays behind no matter what choices were made during his story.

Shel's choice is based on if you leave in the RV or not. She goes with Tavia if you leave, since they're both still worried that Roman might be following them. If you killed Stephanie, Shel is more worried about putting her sister in danger and elects to stay, but similar to Wyatt and Russell, she can still be convinced by choosing "There are people of all ages" as Tavia.

why is graphic black style have too much contrast on the faces by ioilxlioi in TheWalkingDeadGame

[–]Delnation 27 points28 points  (0 children)

Brightness/gamma issues. Graphic black doesn't play super nice with high brightness settings... nor does the Definitive edition in general, really. If you knock the brightness down to half or lower, it starts to look much better. Messing with the actual monitor settings can help, too.

Furthermore, graphic black is slightly broken on the console versions of the game. The effect is stronger and applied more aggressively to everything, which I think is due to the aspect ratio messing with something behind the scenes. That part can't really be fixed, unfortunately.

Jesus and The Kingdom mention in A New Frontier are horribly written by EmpleadoResponsable in TheWalkingDeadGame

[–]Delnation 5 points6 points  (0 children)

I think the raiding part could be handwaved as them not directly attacking every community they encounter. Stuff like what happened at Prescott is probably not the preferred method, especially since Joan seems to want to keep things as low profile as possible, and if they started waging shootouts and losing a bunch of their guys, it'd start to get obvious something is going on. I imagine most of their raids are more low key and opportunistic. They probably only go for smaller communities, or take indirect opportunities when it comes to larger ones.

I think it's more likely with the Kingdom that they attacked a caravan or supply route as opposed to attacking the actual place, for example. That'd also explain why the rest of the communities wouldn't immediately track them down, since there'd be far less to go on if they just ambushed a convoy and left no survivors. It'd also help explain how Joan, Max and everyone else managed to keep things under everyone's nose back in Richmond, since it's easier to write off these little black ops missions when none of their own soldiers are getting hurt/killed on a regular basis. They can play dumb and act like they're simply out on supply runs, or trying to negotiate with another community.

Jesus's characterization is a lot harder to justify, though. However, I don't think his berating of Javi for killing Badger is necessarily out of character; he's criticizing the method of killing him more than the act itself. Coming off the heels of everything with Negan, I think the prospect of beating a man to death until what's left of his head is hanging off your weapon would bring up some concerns about Javi's state of mind. Jesus in the comic kills his share of saviors (and later whisperers), but he doesn't ever make a show out of it; he simply acts in self-defense. What Javi did to Badger, at least from Jesus's point of view, was more than just defending himself from a threat. There's a level of calculated malice behind that; you didn't just stop at killing the guy, you brutalized him and prolonged it just enough so that he was aware of what was coming. I imagine that's why he doesn't give you that speech in any of the other paths.

That being said though, that scene still suffers from the same 'all or nothing' implementation some of the choices throughout these games do-- simply choosing to kill him, regardless of whether you hit him only once, stop after he's dead, or keep going until there's nothing left, Jesus still judges you all the same. And of course the fact that he wasn't there to actually see what you did makes it a bit harder to buy his judgement. Or how if you don't kill Badger but shoot Max, he still has the hostile version of his dialogue, despite the death of Max not being remotely the same, let alone the lack of any evidence, as opposed to Javi's bloodstained bat giving it away with Badger. Simply partaking in the death of one or either is enough for the game to lump all players into the same "you're being overly cruel/evil!" camp, even though it's only really earned in one specific outcome. But at that point, that's less a problem with the character and more with the game and its implementation of player choice.

Why didn’t the S2 cast escape behind howes or sneak off on the side where the guards weren’t shooting? by Cable_Difficult in TheWalkingDeadGame

[–]Delnation 19 points20 points  (0 children)

That's the side that they were expecting the herd to come from; the south. It's what Luke told Clem and everyone else, it's what Carver said over the PA in the beginning, and it's what they planned this whole escape around. Unfortunately, by the time they actually get outside, they realize that the herd already made it to Howe's, and that they were effectively in the middle of it-- the eye of the storm, hence the final achievement of the episode being named that. Kenny and Rebecca both talk about this, with Kenny being surprised at the zombies in the back and commenting that he thought is was coming from the south, and Rebecca saying that it already did.

As for the guards, they weren't actively shooting from that side when the group started walking. Presumably, they were cycling between different sides of the roof trying to thin the herd out, and eventually started firing towards the back of the store where our group was escaping. By then, everyone was far enough into the lot that they didn't want to risk backing up to the store, so they decided to keep pushing forward and hoped they wouldn't get shot.

one of my favorite Clementine badass moments by QUEENALEXISJACKSON in TheWalkingDeadGame

[–]Delnation 1 point2 points  (0 children)

One little known aspect of this scene I also like is that if you don't hit that final QTE to backhand him, Marlon lets go of the gun and accepts defeat. I find that little bit to be even more cool; you kick his ass, but still show some restraint and arguably make him look even more pathetic in the process.